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Travelling by Water in Chivalry and Sorcery

Ships
The Cog is fairly typical of small merchant vessels. A short, tubby vessel, it is designed to carry small loads of cargo
on relatively short voyages. The Caravel is a later development of the Cog also used as a cargo vessel. The Nef is
the pinnacle of ship design in Atlantic waters during much of the medieval period although it was superceded
towards the end of its life by better designs such as the Carrack used during the Age of Exploration.

The range of Nordic longships and merchantmen covers the sorts of vessels found in Northern waters during the
early medieval period. All of these designs were good sailing ships able to cover long distances.

The vessels used in Mediterranean type waters are the oared galleys with sails that form the backbone of trade and
commerce and military actions during the whole medieval period. Generally not designed for long voyages these
ships kept to coastal routes to be able to take shelter from the sudden storms common in these waters.

Finally there are some smaller boats such as one might find on rivers and in fishing villages along the coast.

A set of statistics are given below to define the capabilities and structure of the ships. These stats are derived from
Bireme & Galley, simplified for use within most 3rd Edition games where the detail of Bireme & Galley is not
required. Notes indicate the nature of specific bits of data, where this is not readily apparent from the statistic
description in the first place.

Ship Characteristics Tables


Type of Vessel: Small Cog Large Cog Caravel Nef

Location: Any sea area Any sea area Any sea area Any sea area

Length of Waterline: 45-75 feet 80-100 feet 60-75 feet 125 feet

Beam at Waterline: 18-25 feet 25-30 feet 20-25 feet 41 feet

Draft: 5-5.5 feet 6-8 feet 4-5 feet 18 feet

Displacement (unloaded): 30-150 tons 200-450 tons 60-100 tons 2000-2100 tons

Freeboard: 4-5 foot gunwales 5-7 foot deck 4 feet deck 8 feet deck

Deck Type: decked fully decked fully decked fully decked

Forecastle Height: 8-10 feet 12-15 feet none 15 & 20 feet

Aftercastle/Poop Height: 8-10 feet 15 feet 8-10 feet 15 & 20 feet

Crew: 10-35 40-80 15-30 120-140

3-5 (Captain, 10 (Captain,


2 (Captain, Mate) 5 (Captain, Mate,
Officers: Mate, 2nd Mate Mate, 2nd Mate
up to 5 2nd Mate, + 2)
etc) etc.)
90 + 20-40
Seaman: 8-30 35-75 12-25
soldiers

Masts: 1 mast 1 mast 2 or 3 2-3

Light Breeze Speed: 2.0 knots 1.8 knots 3.5 knots 1.4 knots

Good Breeze Speed: 3.9 knots 3.6 knots 5.0 knots 3.1 knots

Good Wind Speed: 5.5 knots 5.0 knots 7.5 knots 5.0 knots

Strong Wind Speed: 7.0 knots 7.0 knots 9.5 knots 6.8 knots

Maximum Speed 8.5 knots 8.5 knots 12.5 knots 10.0 knots

Provisions 1-3 months 1-3 months 1-3 months 30 days

30-70 tons 100-300 tons 35-50 tons 1250-1300 tons


Cargo:
capacity capacity capacity capacity

Flotation Damage 18-50 points 90-150 points 25-45 points 300 points

450 Pence/day +
180-350
Cost of Hire 50-180 Pence/day 80-100 Pence/day 60-120 for
Pence/day
soldiers

Cost to Build 30-36Cr/ton 40Cr/ton 40Cr/ton 50Cr/ton

Period of Service 900-1500AD 1100-1500AD 1200-1500AD 1200-1500AD

Sm Nordic Lge Nordic


Type of Vessel: Viking Long Ship Viking War Boat
Merchantman Merchantman

Location: Any sea area Any sea area Any sea area Any sea area

Length of Waterline: 72.5 feet 100 feet 55 feet 90 feet

Beam at Waterline: 15-17 feet 16-17 feet 15 feet 18 feet

Draft: 2.7 feet 2.8 feet 3.0 feet 3.5 feet

Displacement (unloaded): 30 tons 50 tons 25 tons 71 tons

Freeboard: 3 foot gunwales 3.5 foot gunwales 3 foot gunwales 3.5 feet gunwales

Deck Type: bilges decked bilges decked bilges decked hold decked

Crew: 70 106 25 40

Officers: 6 6 4 6
Seaman: 64 (rowers) 100 (rowers) 5 + 16 rowers 10 + 24 rowers

Banks of Oars 1 1 1 1

Numbers of Oars 32 50 16 24

Slow Cruise 3.5 knots 3.5 knots 1 knot 1 knot

Std Cruise 4.2 knots 4.2 knots 1.3 knots 1.3 knots

Battle Cruise 5.5 knots 5.5 knots 1.9 knots 1.7 knots

Emergency 6.9 knots 6.8 knots 2.6 knots 2.3 knots

Racing 7.5 knots 7.8 knots 3 knots 2.8 knots

Masts: 1 mast 1 mast 1 mast 1 mast

Light Breeze Speed: 3.8 knots 3.8 knots 3.2 knots 3.1 knots

Good Breeze Speed: 4.8 knots 4.8 knots 4.0 knots 3.9 knots

Good Wind Speed: 7.5 knots 7.5 knots 6.3 knots 6.3 knots

Strong Wind Speed: 8.5 knots 8.9 knots 7.0 knots 7.2 knots

Maximum Speed 11 knots 11 knots 8.5 knots 8.5 knots

Provisions 10 days 10 days 10-30 days 10-90 days

35-40 tons
Cargo: N/A N/A 12 tons capacity
capacity

Flotation Damage 18 points 30 points 12.5 points 40 points

Cost of Hire
N/A N/A 125 Pence/day 180 Pence/day

Cost to Build 2400Cr 3600Cr 24Cr/ton 30Cr/ton

Period of Service 400-1200AD 700-1200AD 400-1200AD 700-1200AD

Vachette Ousakis Byzantine War


Type of Vessel: Merchant Galley
(Courier/Scout) (Dromon) Dromon

Mediterranean Mediterranean Mediterranean Mediterranean


Location:
Type Type Type Type

Length of Waterline: 170 feet 25-60 feet 100 feet 127 feet

Beam at Waterline: 25-30 feet 6-12 feet 13 feet 18 feet


Draft: 4.5-5.5 feet 2.25-3 feet 3.0 feet 5 feet

Displacement (unloaded): 700-800 tons 8-25 tons 60 tons 175 tons

Freeboard: 6 foot deck 3.5 foot gunwales 6 foot gunwales 10 feet gunwales

Deck Type:

20 feet also
Forecastle Height: 10-15 feet none 6 feet
midship castle

Aftercastle/Poop Height: 10-15 feet none 6 feet 25 feet

Crew: 166 24-50 164 300

Officers: 16 3-5 6 10

8-10 + 8-20
40 + 80 rowers + 20 + 108 rowers 30 + 200 rowers
Seaman: rowers + 5-15
30 soldiers + 30 soldiers + 60 soldiers
soldiers

Banks of Oars 1 1 2 2

Numbers of Oars 8-20 80 72 100

Slow Cruise 1.2 knots 3.0 knots 3.5 knots 3.2 knots

Std Cruise 2.0 knots 3.9 knots 4.2 knots 3.8 knots

Battle Cruise 2.8 knots 4.7 knots 5.2 knots 4.6 knots

Racing 4.0 knots 6.4 knots 7.3 knots 7.5 knots

Masts: 2 lateen rigged 1 lateen rigged 1 mast 2 mast

Light Breeze Speed: 1.8 knots 3.3 knots 3.8 knots 2.6 knots

Good Breeze Speed: 3.5 knots 5.0 knots 6.0 knots 4.0 knots

Good Wind Speed: 6.5 knots 6.5 knots 8.5 knots 8.0 knots

Strong Wind Speed: 8.5 knots 8.0 knots 9.5 knots 8.0 knots

Maximum Speed 11 knots 9.5 knots 12.5 knots 10 knots

Provisions 30 days 5 days 7 days 10 days

350-500 tons
Cargo: N/A N/A N/A
capacity

Flotation Damage 150 points 5-10 points 25 points 75 points

Cost of Hire 600 Pence/day + 140-250 N/A N/A


90 for soldiers Pence/day

Cost to Build 60Cr/ton 400-1600Cr 6000Cr 18000Cr

Period of Service 1200-1500AD 1200-1500AD 500-1000AD+ 600-1000AD+

4-6-8 seat Row 10-12 seat Long


Type of Vessel: Leather Boat
Boat Boat

Rivers and
Location: Rivers Any sea area
Coastal Seas

Length of Waterline: 5 feet 8/12/16 feet 20-25 feet

Beam at Waterline: 3 feet 3.5 feet 5 feet

Draft: 0.5 feet 1.0 foot 1.0 foot

Freeboard: 0.5 feet 1.0 foot 1.0 foot

Crew: 2 4/6/8 10/12

Officers: 0 0 0

Numbers of Oars 2 4/6/8 10/12

Slow Cruise 1.5 knots 1.5 knots 2.0 knots

Std Cruise 2.0 knots 2.0 knots 2.5 knots

Masts: 0 mast 0 mast 1 mast

Light Breeze Speed: N/A N/A 2.0 knots

Good Breeze Speed: N/A N/A 3.0 knots

Good Wind Speed: N/A N/A 3.5 knots

Strong Wind Speed: N/A N/A 4.0 knots

Maximum Speed N/A N/A 5.0 knots

Provisions N/A N/A 5 days

Flotation Damage 1 point 2 points 5 points

Legend
Most terms are obvious so just the minimum are covered here.
Beam: The technical term for the width of the vessel.
Draft: The amount of the hull beneath the water.
Displacement: A measure of the size of the ship.
Freeboard: The distance from the waterline of the ship to the deck or top of the hull.
Slow Cruise: The speed that can be maintained for 12 hours.
Standard cruise: The speed that can be maintained for 8 hours.
Battle Cruise: The speed that can be maintained for 4 hours.
Racing: The maximum speed possible, can only be maintained for 10-20 minutes.
Maximum Speed: The fastest possible speed that the ship can achieve without undue damage to masts sails etc.

Ships Crew
The gamemaster may wish to introduce the individual crew-members of a vessel. They are usually an assortment of
typical NPCs. The Captain, who is always the most skilled of the crew, has an experience level of 10+ and the
appropriate Mariner, Piloting and maybe Astronomy skills.

Sailing at Sea
The wind and currents determine the speed and direction of travel at sea. Oars and sails can modify the effects to
allow a ship to gain its destination. Travel at sea is based on turns of four hours duration. Check each turn or watch
for weather, movement and encounters. Do not use this for river travel.

Speed while Sailing at Sea


The speed of the ship relies on the wind and its direction. Set a course and compare the intended direction with the
wind direction to arrive at the actual direction of travel.

• A head wind (directly on the ship's bow) reduces the forward speed of the ship by half as the crew has to
zig and zag to beat into the wind.

• If the wind is coming from the frontal arc of the ship, but not directly ahead, then the actual forward speed
is 2/3 of normal.

• A stern wind drives the vessel along at full speed.

• If the wind is from the rear arc of the ship but not directly astern then the vessel travels at 90% of full rate.

Speed while Rowing


The speed of the ship while rowing relies less on the wind and its direction and mostly on the effort of the rowers.
Set a course and compare the intended direction with the wind direction to arrive at the actual direction of travel.

• A head wind (directly on the ship's bow) reduces the forward speed of the ship by 15% as the wind has
little effect when the sails are down.

• If the wind is coming from the frontal arc of the ship, but not directly ahead, then the actual forward speed
is 90% of normal.

• A stern wind assists the rowers allowing a one step increase (from std cruise to battle) while keeping the
same duration (8 hours) as for the slower rowing speed.

• If the wind is from the rear arc of the ship but not directly astern then the vessel travels at 110% of current
rowing rate.

Each four hour turn find the wind strength and determine the effect of it's direction on the forward progress of the
ship then use the Speed of Passage Table 'Miles in Four Hours' column to find the distance travelled.

Keep track of the total distance covered. Every four hours recalculate the wind speed and direction and make any
course corrections as needed.

Weather at Sea
Check every four hour turn, apply modifiers for the time of day and the season. See the Weather Table. Do not use
this for river travel.

WEATHER TABLE
Die Roll Weather Conditions Visibility

1-5 Dense Fogbank 20-60 feet

6-10 Fog 100-300 feet

11-14 Mist 300-1000 feet

15-19 Heavy Rain 1/2mile

20-29 Light Rain 1-3miles

30-39 Drizzle 2-4miles

40-60 Overcast 3-6miles

61-85 Fairly Clear 5-10 miles

86-00 Clear 8-15miles

Modifiers:

Morning: -5 Spring: +3

Afternoon: +7 Summer: +5

Evening: -5 Fall: -3

Winter: -7

Wind Direction
At the start of the trip roll 2D6 and to the wind table. Then every four hours roll percentile dice to check for
changes in wind direction on the table below.

WIND DIRECTION TABLES


Die Roll Basic Wind Direction Die Roll Wind Shifts

2-3 from North-West 1-35 No shift in direction

4 North 36-50 Reroll for basic direction

5 North-West 51-60 2 points clockwise


6 West 61-70 2 points counterclockwise

7 South-West 71-85 1 point clockwise

8 South 86-00 1 point counter clockwise

9-10 South-East

11-12 East

Wind Strength
This table gives the velocity of the wind. Roll every four hours, adding modifiers for season and weather
conditions.

WIND STRENGTH TABLE


Die Roll Wind Strength

1-5 Gale

6-10 Maximum

11-25 Strong Wind

26-45 Good Wind

46-75 Good Breeze

76-85 Light Breeze

86-00 Dead Calm

Spring: -7 Fall: -10 Fog/Mist: +20

No
Summer: Winter: -15 Heavy Rain: -25
mod.

Gales and Heavy seas


Should a Gale be rolled ships have two choices - drop anchor, if they can find shelter, or run before the wind. A
gale lasts for D6 4 hour turns. While running before the storm a ship will be forced to make 11 knots speed in
the direction the wind is blowing, unless it has been able find a sheltered location and drop anchor.

In unfavourable seas there is a possibility that the vessel will take on water. The Heavy Sea Table gives the
basic chance for the unfavourable seas and lists the amount of damage taken from shipping water in various
conditions of weather.

Medieval vessels were not particularly seaworthy and the flotation points for each type of ship is given in the
ship characteristics table.

Should the points of flotation damage exceed these flotation points, the vessel will sink within 1d6 x 1/2 hours.
For every 10% damage to the vessel its speed drops by 10%.

The pumps can be manned or the crew may bail to reduce the effects of shipping water. Three men may
pump/bail out 1 floation point of water every hour; men cannot man the pumps/bail for more than 2 hours,
followed by 6 of rest. Once the damage exceeds the flotation rating, water cannot be pumped/bailed out and the
vessel sinks.

HEAVY SEAS TABLE


Wind Strength Flotation Damage

Strong Wind 1D6pts per 4 hr turn

Maximum 2D6pts per 4 hr turn

Gale 4D6pts per hour

Unfavorable seas occur on a percentile roll of 1-45 during the specified wind conditions.

SPEED OF PASSAGE CONVERSION TABLE


Knots/ Miles in 4 Knots/ Miles in 4 Knots/ Miles in 4
M.P.H. M.P.H. M.P.H.
Hour Hours Hour Hours Hour Hours

0.1 0.12 0.5 5.1 5.87 23.5 10.1 11.63 46.5

0.2 0.23 0.9 5.2 5.98 23.95 10.2 11.75 47.0

0.3 0.35 1.4 5.3 6.10 24.4 10.3 11.86 47.4

0.4 0.46 1.8 5.4 6.72 24.9 10.4 11.97 47.9

0.5 0.58 2.3 5.5 6.33 25.3 10.5 12.09 48.4

0.6 0.69 2.7 5.6 6.45 25.8 10.6 12.21 48.8

0.7 0.80 3.2 5.7 6.56 26.3 10.7 12.32 49.3

0.8 0.92 3.7 5.8 6.68 26.7 10.8 12.44 49.7

0.9 1.04 4.2 5.9 6.79 27.2 10.9 12.55 50.2

1.0 1.15 4.5 6.0 6.91 27.6 11.0 12.67 50.7

1.1 1.27 5.0 6.1 7.02 28.1 11.1 12.78 51.1

1.2 1.38 5.5 6.2 7.14 28.6 11.2 12.90 51.6

1.3 1.50 6.0 6.3 7.25 29.0 11.3 13.01 52.0

1.4 1.62 6.5 6.4 7.37 29.5 11.4 13.13 52.5

1.5 1.73 6.9 6.5 7.48 29.9 11.5 13.24 53.0


1.6 1.84 7.4 6.6 7.60 30.4 11,6 13.36 53.4

1.7 1.96 7.9 6.7 7.72 30.9 11.7 13.47 53.9

1.8 2.07 8.3 6.8 7.83 31.3 11.8 13.58 54.4

1.9 2.18 8.8 6.9 7.95 31.8 11.9 13.70 54.8

2.0 2.30 9.2 7.0 8.06 32.2 12.0 13.82 55.3

2.1 2.42 9.7 7.1 8.18 32.7 12.1 13.93 55.7

2.2 2.53 10.1 7.2 8.29 33.2 12.2 14.05 56.2

2.3 2.65 10.6 7.3 8.41 33.6 12.3 14.16 56.7

2.4 2.77 11.1 7.4 8.52 34.1 12.4 14.28 57.1

2.5 2.88 11.5 7.5 8.64 34.5 12.5 14.39 57.6

2.6 2.99 12.0 7.6 8.75 35.0 12.6 14.51 58.0

2.7 3.11 12.4 7.7 8.87 35.5 12.7 14.62 58.5

2.8 3.22 12.9 7.8 8.98 35.9 12.8 14.74 59.0

2.9 3.34 13.4 7.9 9.10 36.3 12.9 14.85 59.4

3.0 3.45 13.8 8.0 9.21 36.8 13.0 14.97 59.9

3.1 3.57 14.3 8.1 9.32 37.8 13.1 15.08 60.3

3.2 3.68 14.7 8.2 9.44 37.8 13.2 15.20 60.8

3.3 3.80 15.2 8.3 9.56 38.2 13.3 15.32 61.3

3.4 3.91 15.7 8.4 9.67 38.6 13.4 15.43 61.7

3.5 4.03 16.1 8.5 9.79 39.2 13.5 15.55 62.2

3.6 4.15 16.6 8.6 9.90 39.6 13.6 15.66 62.6

3.7 4.26 17.0 8.7 10.02 40.1 13.7 15.77 63.1

3.8 4.38 17.5 8.8 10.13 40.5 13.8 15.89 63.6

3.9 4.49 18.0 8.9 10.25 41.0 13.9 16.01 64.0

4.0 4.61 18.4 9.0 10.36 41.5 14.0 16.12 64.5

4.1 4.72 18.9 9.1 10.48 41.9 14.1 16.23 64.9

4.2 4.84 19.4 9.2 10.59 42.4 14.2 16.35 65.4


4.3 4.95 19.8 9.3 10.71 42.8 14.3 16.47 65.9

4.4 5.07 20.3 9.4 10.82 43.3 14.4 16.58 66.3

4.5 5.18 20.7 9.5 10.94 43.8 14.5 16.70 66.8

4.6 5.30 21.2 9.6 11.05 44.2 14.6 16.81 67.2

4.7 5.41 20.6 9.7 11.17 44.7 14.7 16.93 67.7

4.8 5.53 22.1 9.8 11.28 45.2 14.8 17.04 68.2

4.9 5.64 22.6 9.9 11.40 45.6 14.9 17.16 68.6

5.0 5.75 23.0 10.0 11.52 46.1 15.0 17.27 69.1

RANDOM ENCOUNTERS AT SEA


Random Encounters should also be checked once each watch. The basic chance of an encounter is 1-10% at sea, or
1-20% if the ship is within 5 miles of land.

If an encounter occurs, consult the appropriate Voyage Encounter Table and roll percentile dice.

Resolution of the encounter is left in the hands of the Gamemaster. A short description of each encounter situation
follows the actual table, to give the Gamemaster a basic idea of how to implement the situation, but the actual course
of events can vary so much as to make it impossible to give any firm guidelines.

The Gamemaster should feel free to ignore or change any part of the encounter process, Encounters may be added,
deleted, or altered as desired, or the whole question can be ignored. - whatever suits the flow of the
adventure/campaign best.

VOYAGE ENCOUNTER TABLES


Coastal Encounters

Die Roll Result

01-05 Water TrolI or Triton(s)

06-20 Walruses, Seals or Sea Otters

21-30 Dolphins, Porpoises or Orcas

31-44 Sail/Ship sighted (Merchant)

45-50 Sail/Ship sighted (Royal/Imperial Navy)

51-59 Sail/Ship sighted (Pirate)

60 Discontent

61-65 Sudden storm


66-75 Land sighted

76-80 Water Nymphs, Sea Lions or Sea Horses

81-90 Sirens

91-00 Whales

Deep Sea Encounters

Die Roll Result

01-05 Tritons

06-25 Dolphins, Porpoises or Orcas

26-30 Phantom Ship

31-44 Sail/Ship sighted (Merchant)

45-50 Sail/Ship sighted (Royal/Imperial Navy)

51-59 Sail/Ship sighted (Pirate)

60 Discontent

61-65 Sudden storm

66-75 Land sighted/Subterranean Volcanic eruption

76-80 Water Nymphs, Sea Lions or Sea Horses

81-90 Whales

91-95 Giant Octopus or Giant Squid

96-00 Sea Serpent

Water Troll:
Along the coast, water trolls might be spotted. At night, when they spot a ship anchored along their coasts, water
trolls sometimes swim out and attack sleeping sailors, carrying them off to be eaten.

Tritons:
These humanoid Sea Folk can be found in shallow waters, usually solitary they can sometimes be found in small
bands when hunting.

Sea Mammals, Whales etc:


These are found while going about their daily routines. See the Bestiary for details.
Merchant Sail:
Merchant ships may be sources of rumors, informtion, and so forth. It is also possible that such a ship is in the
process of being attacked, and needs aid. The Gamemaster should explore these, and other possibilities, as desired.

Navy Sail:
Navy ships may stop passing vessels to conduct customs inspections, press merchant crewmen or even passengers
into service, or to harrass supposed smugglers. A Navy ship may also be a useful encounter in the face of piracy or
other such problems.

Pirate Sail:
Pirate ships range the seas, and can attack passing merchant shipping. The Gamemaster may resolve the situation as
desired.

Discontent:
The crew is unsettled, either as a result of harsh treatment, dangers, or superstition. The result may be mutiny,
violence directed at the adventurers, desertion, or any other suitable response.

Phantom Ship:
Phantom vessels sometimes appear. If one is sighted, there is a 01-55% chance that the crew will become frightened
(see Discontent, above). On a 56-90, officers or crewmen will become obsessed with the ship, pursuing it fruitlessly
until it disappears 4-24 hours later. On a 91-00, the ship can be caught and boarded; it is crewed by wights and
captained by a wraith who has sworn a blasphemous oath that keeps the dead crew at sea forever, preying on passing
seafarers and adding them to their number.

Results of such encounters are up to the Gamemaster.

Sudden Storm:
A sudden storm results in a gale of ld6 hours duration, plus the risk of lightning hitting and destroying the vessel
(01-05% chance each hour of the storm).

Submarine Volcanic Eruption:


Appears initially as a plume of smoke/steam, as the ship closes the water gets hotter, maybe even bubbling. Dead
fish are spotted on the surface. Within 5 miles of the eruption treat as Heavy Seas with a strong wind, within 3 miles
as Heavy seas with maximum wind and within 1 mile as Heavy seas with Gale Force winds for purposes of shipping
water.

Water Nymphs:
See the Bestiary for full information. Faerie folk who are usually solitary females although males are known. May
try to seduce a crew or party member into leaving the ship for a life underwater.

Sirens:
See the Bestiary for full information. Creatures who sing a sweet song that lures sailors onto rocky shores and
destroys their ships.

Giant Octopus or Giant Squid:


Disturbed from the depths by something mysterious one of these creatures rises up to investigate the ship.
Sea Dragon:
This is a great sea dragon of type II or III. See the Bestiary for details.

Riverine or Lake Encounters


I shall only cover encounters likely in the river/lake, meetings with travellers along the banks is left to the GM. Roll
percentile dice every four hours travel and on a result of 1-15% roll again on the chart below.

Die Roll Result

01-05 Water TrolI

06-20 Otters

School of Fish, Flock of Ducks, Swans, Geese, Heron,


21-35
Kingfisher or other such natural occurence

36-45 Boat sighted (Merchant)

46-55 Boat sighted (River Pirates)

Whirlpool, Bore, Rapids, Waterfall or other Natural


56-65
phenomenom

66-70 Ford or bridge

71-75 Village sighted

76-80 Water Wraith

81-85 Water Nymphs

86-90 Lorelei

91-95 Swan Maiden

96-00 Crocodilians

Swamp or Marsh Encounters


I shall only cover encounters likely in the swamp or marsh, meetings with travellers on solid ground is left to the
GM. Roll percentile dice every four hours travel and on a roll of 1-15% roll again on the chart below.

Die Roll Result

01-05 Swamp TrolI

06-20 Crocodilians

21-30 Snake

31-44 Fish, frogs, toads, Birds etc


45-50 Giant Spider

51-59 Giant Crocodilian

60 Swamp Dragon or Hydra

61-65 Giant Snake

66-75 Strange dwelling seen or peculiar bank of fog/mist.

76-80 Giant Mosquito

81-85 Giant Leech

86-90 Will o'Wisp

91-00 Lizardmen

Water or Swamp Troll:


During daylight a Troll might be found at a toll bridge. At night they can be found coming aboard ship to abduct
sleeping sailors or passengers, carrying them off to be eaten. See the Bestiary for full information.

Mammals, Birds, Snakes and small crocodilians etc:


These are found while going about their daily routines. See the Bestiary for details.

Merchant Sail:
Merchant ships may be sources of rumors, informtion, and so forth. It is also possible that such a ship is in the
process of being attacked, and needs aid. The Gamemaster should explore these, and other possibilities, as desired.

Pirate Sail:
Brigands can have access to boats and may plunder passing merchant shipping. The Gamemaster may resolve the
situation as desired.

Whirlpool etc:
Generally self explanatory these phenomena caould be due to nature or have a more sinister source. The bore is the
result of a very high tide and occurs where the river banks narrow quickly and the river is tidal for some length. As
the tide rises and the flow of the river is reversed the narrowing of the width of the river forces the water to rise. The
incoming tide produces a wall of water like a wave that moves quickly up river.

Water Wraith
The Rusalka could be found along the river bank or actually in the water. The encounter should be resolved
according to GM preference. See the Bestiary for full information.

Water Nymphs:
See the Bestiary for full information. Faerie folk who are usually solitary females although males are known. May
try to seduce a crew or party member into leaving the ship for a life underwater.
Lorelei:
See the Bestiary for full information. Creatures who sing a sweet song that lures sailors onto rocks and destroys their
ships.

Swan Maiden
Usually found in Swan form on the river but could be in a small boat or being attacked by a member of the Unseelie
court. See the Bestiary for full information.

Lizardmen
Usually a small hunting band of 5-10 but depending upon circumstances could be a larger group or even a village.
See the Bestiary for full information.

Swamp Dragon or Hydra:


This is a swamp dragon of type II or III or one of the 2 types of hydra at the GM's choice. See the Bestiary for
details.

Last updated on 21 Apr 1998, at 13:33 ADT.

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